![]() ![]() ![]() This reduces latency and PCIe bus traffic. If the entire capture and encode path is NV***, that means the video portion will be done on the GPU and the amount of data being copied between GPU and CPU will be kept to a minimum. Newer NVIDIA GPUs can actually do real-time H.264 and H.265 encoding without offloading anything to the CPU, though Steam only exposes H.264. I have seen frames captured using "game-polled" later encoded using NVENC and likewise I have also seen NVFBC captured frames encoded on the CPU using libx264. Game-polled is NOT how the video is encoded, this is only when/how it is captured. Depending on the order in which these third-party pieces of software handle their extra processing you may or may not see them in the game-polled path. Lots of software likes to do stuff when a game presents its final rendered image, this is a very busy time with stuff like overclocking software drawing OSDs to screen, ReShade and GeDoSaTo doing post-processing and so forth. This incurs quite a bit of latency because it goes through Direct3D / OpenGL rather than a lower-level driver feature like the NV* stuff (I would imagine it is always at least 1 frame late in order to prevent CPU/GPU synchronization from killing framerate) and it also has issues with multiple overlays. To the best of my knowledge, works by initiating a buffer copy of the backbuffer immediately before the game presents a finished frame to Direct3D / OpenGL. ![]()
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